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[D] PvZ Beating Stephano Style Roaches

Forum Index > StarCraft 2 Strategy
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Please have some semblance of an idea of what you're talking about.
kcdc
Profile Blog Joined April 2010
United States2311 Posts
Last Edited: 2012-04-26 14:41:55
March 15 2012 06:53 GMT
#1
I talked about this a little in Alej's 3 base colossus push guide, but I think this deserves its own thread.

My ZvP has gone to crap in the past couple weeks as Zerg players watched Stephano stomp all over Protosses, and it seems that NA Zergs have finally figured out the proper timings on a 3 hatch speed roach build.

Zergs used to do silly things like 4 hatch before gas and drone straight to 80 with a 9 minute roach warren. At the time, they were thinking that all they had to worry about a 10 minute 7 gate, and we punished them with cute +1 zealot timings at 8 minutes.

Then they got safer with a 7 minute roach warren, but they'd delay gas and lair, so we'd take a third behind some light pressure--perhaps with a void ray to stop slow roaches from countering--and we'd set up a defensive position at our third in the timing window before they'd get a proper attack force with roach speed.

Then Stephano showed them that you can get 2 gas at 6 minutes, a roach warren and evo chamber at 7 minutes with a lair quickly afterwards, and you'll be totally safe against the early pressure timings and still hit 60 drones 8 minutes. Then simply pump roaches and you'll have speed and a 160 supply army by 11 minutes, and you'll be maxed on +1 speed roaches by 12 minutes.

Then you box your roaches, hit A and click on the Protoss's base on the minimap while you continue injecting and hitting SR. And you win every time cuz you're up 80 supply.

It looks a little like this:

http://drop.sc/134488

Mind you, I didn't play well because I was tilting after losing like 5 in a row to the same build, but just watch the Zerg side and tell me what P is supposed to do. With great forcefields, I could have survived the first 200/200, but I still would have had no shot to win the game. Just imagine trying to take a third against that.

Or you can check out a game of Stephano doing it. This is a good one:



So I really have no clue how to beat it. I've been trying everything. In desperation, I've been trying FFE -> 1 gate robo -> 7 minute third and trying to hold the fort with +1 zealots and immortals. The idea is that roach speed doesn't come until 11 minutes, so if I take the third fast enough, maybe I can contest Z's production in the 10-15 minute period. +1 zealots with immortals can handle lings + slow roaches pretty efficiently. Here's a rep of me trying it and winning. I assure you there have been plenty of losses as well.

http://drop.sc/134487

What are your ideas? 200/200 speed roaches at 12 minutes with no vulnerable window to exploit is.....rough.

Note: this isn't a [H] thread--I can see the stuff I did wrong in my replays. I want to talk general strategy, not that I missed a hatch block, accidentally cut some probes, didn't forcefield well, and probably could have fared a little better with a warp prism instead of an observer. I think it's pretty clear that there needs to be some major strategic shifts rather than incremental execution improvements.

______________________________________________________________________

The best proposed solution I've seen in the thread so far is FFE to 4 gate robo to third base before 8 minutes with plenty of sentries. The idea is that by skipping the opportunity to pressure off 2 bases and instead expand quickly to your third, you gain enough production to survive the 12 minute roach timing.

The following replay was submitted showing the build:

http://drop.sc/134585

Ranged, a high level Protoss player, commented that he has some experience with the build:

On March 16 2012 19:01 RaNgeD wrote:
I've been using this build for a while, and instead of getting an obs I get hallucination. That way it's possible to even have an extra immortal out if the zerg tries to hit a timing and bust the 3rd. You're getting a cannon at the 3rd, so unless you are really worried about burrow, I don't see a problem with cutting this corner. Also with hallucination you can be scouting for a muta switch, and you can place a Halluc pheonix to follow his roach army. More vision = better forcefields.


_______________________________________________________________________

Here's some more good content that might have been missed by some since it's buried in a rather long thread:

On March 20 2012 18:05 RaNgeD wrote:
Show nested quote +
On March 20 2012 17:16 [MLG]GCA wrote:
Haven't seen this mentioned yet: has anyone tried the 3rd-before-Core opening that Sase used against Ret in the Red Bull LAN finals? Yea, he lost the two games that he used it (one of which had a lot to do with derp Core placement), but I think there was some promise there. At least some cool fundamental ideas.

I've been working with it a bit and have by no means refined it past the first 7-8 minutes, but what I have been able to do is get 6-7 +1 Zealots ready to attack at 7 minutes. If you see a fast third and can deny scouting of the second Gate and extra Zealots for as long as possible, this push hits with the same power and about a minute earlier than a normal +1 Warp Gate timing, and I feel has the potential to disrupt timings and punish a 7minute Roach Warren (which I gather is when Stephano gets it from this thread).

I have not found a great follow up yet. I feel like getting up to 5-6 Gates and a Robo with constant Immortal production after an Observer to scout could stand a fighting chance. The nice thing about the super fast third (drops at ~7:00) is that you get this surge of mineral income that you don't get with any of the popular builds currently being used right as a ton of Roach aggression is getting ready to arrive. The extra minerals can be used for additional Cannons and simcity to deflect Roaches.

I am still having a bit of trouble getting slowly worn down by immediate Roach counters, but am getting close, and have been playing on maps where I don't think it would be ideal anyway (Korhal and Shakuras). I will upload some reps tomorrow after some more games.

VOD of Sase vs. Ret here (starts at 6:30:00): http://live.redbull.tv/events/31/lansc3/

Rough build: Nex first (which Sase did, but is risky) or 13 Forge, 17 Nexus, Cannon, Gateway, ONE Gas, Pylon. Get second gateway as soon as you can afford it (constant Probes). Stop mining gas at 100, get +1 and chrono non-stop. Take third when Zealots move out, get Core, get extra gates to simcity, 2-3 cannons at both natural and third.


Thanks for sharing. This may sound obvious to some, but i'm of the opinion that to play against zerg you have two choices:
1) Aggressively expand in order to keep up with their economy; or 2) Do timings or harass to kill them or at the very least, slow them down before hive tech. If you choose to play passively against zerg I think you need to be playing aggressive economically.

That being said, I really like what SaSe was doing in Game 1 against ret. I don't know how viable it is, and I don't know how zergs will react to a fast 3rd like that once they've played against it a few times and have had the chance to sit down and study it out a bit. But the general idea is amazing to me.

In my last 100-200 pvz games I've done the fast 3rd off of 4 gates/robo like mentioned earlier in this thread, and from my experience I can say this:
The times when zerg decide to max on roaches at 12 minutes and kill me, 50% of the time I die. And the games that I do win, it was usually that the zerg made some critical mistake, like letting me cut off 1/2 of 1/4 of his roaches and kill them for free. I've made a lot of adjustments to the build to try and survive that 12 minute wave of 200/200 roaches, like getting hallucination instead of an obs, that way i'm able to get an extra immortal out, and just use cannons and detection. Keep in mind that these are ladder games; if I could find some customs against good zergs it would be nice, but for the most part, these players aren't even near the calibre of stephano. I can't say for sure, but i'm coming to the conclusion that I think the 3rd base with this current build is too slow. The 3rd base doesn't kick in enough before you are over-run with roaches.

Another thing I wanted to say here. I don't find non-FFE builds very good at all. I used them for the first year and eventually came to the conclusion that FFE is much much better. Maybe that comes down to my style or something, but I don't really see how doing a less economic build is going to solve this issue. Even if it did, with gate expands you run into a completely different set of problems.

What SaSe is doing is really good, even if it doesn't end up working in the long run. We can sit here and do the same builds over and over again, expecting different results; OR, we can make new builds, study and refine them, and hopefully stumble upon a better way to play. I like the latter.


Discussing progressively earlier thirds inspired me to do a little math. Summing up the costs associated with the attack and the defense might give some guidelines for figuring out what sorts of builds might work. The numbers aren't supposed to incorporate everything--they're just a starting point for focusing ideas.

On March 21 2012 01:52 kcdc wrote:
I think that Sase's opening is really interesting as well, but I think even that fast of a third will wind up well behind in army size. First, a stalker roughly equals a roach in combat strength, but costs twice as much. Second, Z has to spend substantially less on infrastructure for the 3-base roach max compared to a 3-base Protoss defense.

SuperRoach (counting drone in building cost):
pool, warren: 450 minerals
3 hatches (2 expansion, 1 macro): 1050 minerals
3 queens: 450 minerals
evolution chamber: 125 minerals
lair: 150/100
ling speed, roach speed and +1 missile: 300/300
4 gas: 300 minerals
Total: 2825/400


SuperRoach Defense:
2 nexii: 800 minerals
forge, core: 300 minerals
4 cannons minimum: 600 minerals
WG and +1 weapons: 150/150
8 gates (minimum, you'll want more on 3-base econ): 1200
robo: 200/100
5 gas: 375 minerals
twilight (necessary before 12 minutes): 150/100
observer (or hallucination, but we'll count the cheaper one): 25/75
Total: 3800/425

So ~1000 minerals is the minimum infrastructure difference as I see it. If you want some extra cannons or blink or a robo support bay or some extra gates, it's going to add up pretty fast.

Factor in that you'll never fully catch Z's economy even with a third nexus before core and that roaches cost about half as much per supply as your composition does, and it becomes pretty clear that if P wants to take a fast third, Z can have a 70 supply lead at 12 minutes if they want it.

So I think that while it's tempting to ask, "How do I match Z's economy and army size?" the more important question may be, "How do I defend 2+ attack paths when I'm down 70 supply?" I think the answer to the latter question is going to rest heavily on forcefields, so I wonder if Sase's delayed core build is such a good choice.


I'm rethinking that conclusion that Z can be ahead by 70 supply no matter what you do. Ranged and I, among others, have been experimenting with taking a third between 6:30 and 8:00, and it seems possible to hit 140+ supply by 12 minutes which is when Z usually queues up the production round that pushes his supply to 200/200. Of course, that production round typically doesn't hit P's base for another minute, so the force that's at P's door at 12:00 is really a 170 supply army with 30 supply en route. With WG, P doesn't lose suffer the production time+travel distance penalty, so the 140 supply is a hard number. So with a very optimized build and near-perfect play, P might be able to find themselves down only ~30 or so supply at the point of attack.
Astro-Penguin
Profile Blog Joined June 2011
554 Posts
March 15 2012 07:00 GMT
#2
From personal experience the only real way to go about handling this now a days is just simply play perfectly which is kind of silly, I know that most Protoss seem to think FFE is the only way to play this match up but the more I see people try to macro with this opening the more I begin to see its weakness. Personally I know Nony thinks that FFE is bad, there might be some logic in there and perhaps that truly is the future, wish I could help more but my games are genuinely the same struggle.
sanddbox_sc2
Profile Joined October 2011
United States173 Posts
March 15 2012 07:03 GMT
#3
Make a warp prism to scout their gas count and harass (4 gas means Stephano Style) and then go fast 2 base collosus in response. Once you have 3-4 collosus you can easily secure your third and/or push the Zerg.
Let it Raine
Profile Joined August 2010
Canada1245 Posts
March 15 2012 07:05 GMT
#4
1 stargate with a bunch of gates into third base (titan beat stephano with a similar build, it's genius's go to macro build as well)

otherwise

you need two base 'all in' production, but rather than cutting probes for 10 minutes in hopes to kill a third base, you just take a third base yourself and then use the production to stay safe from roaches.

things that beat roaches:

air
blink stalkers with sim city to blink around
immortals
any of the above + forcefields

if i were a toss playing vs DRG or stephano i wouldn't take a third base unless i have one of the above things covered

Grandmaster Zerg x14. Diamond 1 LoL. MLG 50, Halo 3. Raine.
SaroVati
Profile Joined November 2010
Canada280 Posts
Last Edited: 2012-03-15 07:09:32
March 15 2012 07:06 GMT
#5
Well as Stephano stated on SOTG, he thinks that PvZ is heavily Z favoured and Blizzard should buff protoss to even it out, so it might not be just we are all playing poorly

That being said, regardless of if a balance patch hits, we Protoss have to adapt to this new shift in metagame. I watched the rep of you vs. Chaoskeeper, and have played against his style on ladder quite a few times. The first thing I'd like to note is that I believe your chrono boosts are mis-spent, or not even spent at all at times. Obviously the latter eventually is corrected and doesn't compound to TOO much of a deficit, but it's a facet of improvement. The former however, I believe is quite drastic. It's the difference between 4-5 probes at the 9 minute mark. You spend your chrono boost more on catching up on upgrades (when you could have gotten it sooner with the resources at hand) rather than probes. Up til 35 probes, you should be leading vs. a zerg who took a fast 3rd. In this game, by the time you hit 41, zerg hit 59.

I know you might prefer the early zealots in your build for whatever reason, and without arguing about build orders, I think there is something we can both agree on. The first unit out of your robo really should have been a warp prism with your style of play. Not only were your upgrades minutely delayed, but by going for a steady, yet sturdy robo army, you opt to not harass as well. You let the zerg macro uncontested for the length of the game, and he proceeded to overrun you because of it.

I know APM is not a measure of really anything, but I think we can both also agree that your 105 apm by the end of the engagements (before the talk began) compared to his 165 apm does matter. The fact he was doing things quicker and probably a bit faster overall than you tilted that game. On another note, I see you've acknowledged your forcefields weren't the best, but I feel you could've easily dragged that game out longer. You stopped probe production at 47 for a reason I don't understand, and have 100 chrono on BOTH of your nexus as your armies clash. I understand chrono boost isn't as rewarding as inject larva, but you still NEED to use it if you want to beat some of the higher level zergs.

Just my 2 cents from watching the rep

EDIT: Just forgot to add that against roaches you absolutely need blink lol. Blink + FF + better upgrades fairs just as well, and is more mobile than an immortal based army, especially because it limits the zergs transition options to INFESTOR ONLY.
Minkus
Profile Joined May 2011
United States29 Posts
March 15 2012 07:18 GMT
#6
the thing is in game 1 you just did an immortal allin so i dont see why you are complaining. shouldnt allins be counterable?
@minkus7 - GM Zerg on NA
TheNessman
Profile Blog Joined May 2009
United States4158 Posts
March 15 2012 07:25 GMT
#7
Elfi's idea was to build up a large sentry force (he had like 10-15 sentries?) and then push out with some immortals and +1 with zealot reinforcement. I think it was like FFE, 3gates+robo, a few more gates and then push at 8 or 9 mins?
~~! youtube.com/xmungam1 !~~
SigmaoctanusIV
Profile Blog Joined April 2010
United States3313 Posts
Last Edited: 2012-03-15 07:31:01
March 15 2012 07:30 GMT
#8
Our Hero our buddy we all love him. Liquid NonY has a good response to this go watch his stream vods Twitch.tv/liquidtyler He does a gateway expand build that I have been loving soooo much. You go standard 3 gate expo but you only get 2 gates and expo around 30+ food and then get a forge and 3rd and 4th gates and pressure with zealots and sentries while getting a robo and twilight getting +2 blink and pumping immortals and stalkers you just put pressure on their third. "Shark out" Have to have good ffs though to not die. While you are killing their third with immortal blink sentry you take your third and get 6 gates and a support bay. I haven't lost with it yet though I haven't really faced muta builds with it.

Edit: http://www.twitch.tv/liquidtyler/b/311392240 the second game on this shows a decent example.
I am Godzilla You are Japan
OkStyX
Profile Blog Joined October 2011
Canada1199 Posts
March 15 2012 07:33 GMT
#9
I agree with SaroVati to be honest. I play zerg at masters level and the only problem I run into when I do stephanos roach build ( DRG does it too) is blink. Blink allows you to put pressure one and be mobile so there is really no reason Toss should not get blink everygame there is no down falls that i can see and it forces infestors earlier then we would like. Also I can't stress chronoboost usage.
Team Overklocked Gaming! That man is the noblest creature may be inferred from the fact that no other creature has contested this claim. - G.C. Lichtenberg
kcdc
Profile Blog Joined April 2010
United States2311 Posts
March 15 2012 07:35 GMT
#10
Seriously guys, I know how I could have executed better. But I was down 90 supply and 2 bases. Had I played better, I could have been down 70 supply and 2 bases. I wasn't going to win.

Im not looking to discuss my play in that game. I think beating maxed roaches at 12 min is going to take big strategic shifts--not refining an immortal all in. Give me your big ideas.
OkStyX
Profile Blog Joined October 2011
Canada1199 Posts
March 15 2012 07:41 GMT
#11
On March 15 2012 16:35 kcdc wrote:
Seriously guys, I know how I could have executed better. But I was down 90 supply and 2 bases. Had I played better, I could have been down 70 supply and 2 bases. I wasn't going to win.

Im not looking to discuss my play in that game. I think beating maxed roaches at 12 min is going to take big strategic shifts--not refining an immortal all in. Give me your big ideas.


How common is this strategy?
Team Overklocked Gaming! That man is the noblest creature may be inferred from the fact that no other creature has contested this claim. - G.C. Lichtenberg
phos4
Profile Joined October 2009
Germany226 Posts
March 15 2012 07:43 GMT
#12
i am frustrated by the playstyle you descibe too, so i started to go gate gasles fe (yuffe or andominus style) and i like it a lot.especially with the superfast zealot warpin zergs are thrown out of their comfortzone. but maybe there are strong weaknesses in that build which i / my zerg buddys have not yet discovered.
OkStyX
Profile Blog Joined October 2011
Canada1199 Posts
March 15 2012 07:44 GMT
#13
Also I think that the only reason the zergs can get away with this strategy is if you FFE. I don't think it is good to let any race get a third up as fast as zerg can vs toss when they FFE. Why don't you try some gateway builds instead it slows us down as we don't wanna take an early third cause its so risky and put some pressure on?
Team Overklocked Gaming! That man is the noblest creature may be inferred from the fact that no other creature has contested this claim. - G.C. Lichtenberg
Forbidden17
Profile Joined December 2011
666 Posts
March 15 2012 07:48 GMT
#14
The root of the problem is zerg being able to get to 60drones by 8mins on 3base, and stephano basically made it safe as hell to get to that stage.

There needs to be another way to harass Zerg to stop him from droning like no tomorrow, but toss is too limited on their harass options out of a FFE. Perhaps FFE is not the way to open in PvZ? Just thinking out loud here, I mean we always knew FFE had trouble putting pressure back on the Zerg, hence they grab a 5min 3rd upon seeing it.

I realize a gateway FE style would encounter a whole other set of problems =[
OkStyX
Profile Blog Joined October 2011
Canada1199 Posts
March 15 2012 07:50 GMT
#15
On March 15 2012 16:48 Forbidden17 wrote:
The root of the problem is zerg being able to get to 60drones by 8mins on 3base, and stephano basically made it safe as hell to get to that stage.

There needs to be another way to harass Zerg to stop him from droning like no tomorrow, but toss is too limited on their harass options out of a FFE. Perhaps FFE is not the way to open in PvZ? Just thinking out loud here, I mean we always knew FFE had trouble putting pressure back on the Zerg, hence they grab a 5min 3rd upon seeing it.

I realize a gateway FE style would encounter a whole other set of problems =[


That is what I am saying i think FFE is wrong and it just allows zerg to stomp face. Try something more aggressive I see no reason not to . I waste larva i have less drones you could kill queens / drones and expand while I have to get back to the point I was then play catchup.
Team Overklocked Gaming! That man is the noblest creature may be inferred from the fact that no other creature has contested this claim. - G.C. Lichtenberg
Xequecal
Profile Joined October 2010
United States473 Posts
Last Edited: 2012-03-15 07:52:52
March 15 2012 07:50 GMT
#16
This is not beatable on the majority of maps aside from 1 base cheese. Colossus can of course beat the roaches, but then he can just switch to mutas and kill you. You need a choke that you can completely block with a 2-3 forcefields, this allows you to make far fewer sentries and spend the gas on tech. There's absolutely no way to beat this strategy on maps like Metalopolis. Temple, Entombed, and CK are maps that you can beat this on for that reason, but you cannot fight roaches without a small choke until you have three bases.

Gate expand is far too weak, the problem is still you waste shitloads of gas on sentries that don't do any DPS, combined with stalkers that don't do any DPS, and zealots that can't hit anything unless your FFs are perfect. If you could somehow gate expand on like 3 or 4 sentries and not die as opposed to having to make 8-10, it would be viable.
.kv
Profile Blog Joined August 2010
United States2332 Posts
March 15 2012 07:51 GMT
#17
In my PvZ, I really love going stargate after forge openings because of the fact you have map dominance with the void ray and with a phoenix you can scout what Zerg is doing at all times. If you see him doing that mass roach style, you have to place great forcefields and have a good gateway count and allow your void ray to charge up and take out the roaches since your ff will deny the roaches. Now another key thing is to not lose a lot of your sentries; in fact you want to lose like only 1-2 if anything. And that's doable with a good simcity and good forcefields like I said. I would also if you like to get robo behind the stargate, start getting immortals and never get colossus until you have secured your third safely and feel comfortable. This is just a feeling you get through playing more honestly.
Forbidden17
Profile Joined December 2011
666 Posts
March 15 2012 07:55 GMT
#18
On March 15 2012 16:50 ShakAttaK wrote:
Show nested quote +
On March 15 2012 16:48 Forbidden17 wrote:
The root of the problem is zerg being able to get to 60drones by 8mins on 3base, and stephano basically made it safe as hell to get to that stage.

There needs to be another way to harass Zerg to stop him from droning like no tomorrow, but toss is too limited on their harass options out of a FFE. Perhaps FFE is not the way to open in PvZ? Just thinking out loud here, I mean we always knew FFE had trouble putting pressure back on the Zerg, hence they grab a 5min 3rd upon seeing it.

I realize a gateway FE style would encounter a whole other set of problems =[


That is what I am saying i think FFE is wrong and it just allows zerg to stomp face. Try something more aggressive I see no reason not to . I waste larva i have less drones you could kill queens / drones and expand while I have to get back to the point I was then play catchup.

I say that biting my tongue because I know the metagame used to be 3gateFE but that has sorta gone out of style (for good reason) and 1gateFE is border-line suicide vs gas openings. Not even all-ins, just heavy ling pressure can be really hard to hold for a 1gateFE it usually forces toss to 3gate FE upon scouting gas.

Maybe naniwa will show us some crazy builds in his showmatch ^_^
SigmaoctanusIV
Profile Blog Joined April 2010
United States3313 Posts
March 15 2012 07:57 GMT
#19
On March 15 2012 16:50 Xequecal wrote:
This is not beatable on the majority of maps aside from 1 base cheese. Colossus can of course beat the roaches, but then he can just switch to mutas and kill you. You need a choke that you can completely block with a 2-3 forcefields, this allows you to make far fewer sentries and spend the gas on tech. There's absolutely no way to beat this strategy on maps like Metalopolis. Temple, Entombed, and CK are maps that you can beat this on for that reason, but you cannot fight roaches without a small choke until you have three bases.

Gate expand is far too weak, the problem is still you waste shitloads of gas on sentries that don't do any DPS, combined with stalkers that don't do any DPS, and zealots that can't hit anything unless your FFs are perfect. If you could somehow gate expand on like 3 or 4 sentries and not die as opposed to having to make 8-10, it would be viable.


Such a defeatist attitude like I posted earlier go watch NonY's stream and try his build and tell me you cannot handle zergs anymore.
I am Godzilla You are Japan
XXXSmOke
Profile Blog Joined November 2004
United States1333 Posts
Last Edited: 2012-03-15 07:59:41
March 15 2012 07:59 GMT
#20
I have to agree with KCDC here guys...

Its really annoying when you write a good discussion thread about a strategy thats very powerful in the current meta game and then you get a bunch of people saying ' "OMG OF COURSE YOU LOST, YOU DIDN'T BLOCK A HATCH, dont worry about his strategy complete destroying you... I mean cmon everyone blocks hatch right?

I watched the replay and the first thing I noticed was that your intial Zealot attack seems pretty bad vs this kind of a build. It didnt put any pressure on him and after he stopped the two zeals he felt even safer and droned harder. One thing is that this build does delay both roach/ling speed for a long time so perhaps there is some weakness there. Some warp prism play could be pretty good too.

Somehow you need to secure a third vs this build and then you would be in great shape because his tech will be low due to the mass influx of roach. Your main example in this thread is Korhal so possibly you cant FFE on that map?
Emperor? Boxer disapproves. He's building bunkers at your mom's house even as you're reading this.
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